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Did they poke hangar pets with the breaky stick?

postagepaidpostagepaid Member Posts: 2,899 Arc User
Saucer sep pets seem to be behaving themselves now but since the last patch my hangar pets seem to have lost the ability to move anywhere at any kind of speed.

Deploying outside the players 10km aggro range and they'll just sit doing nothing for an entire fight. Deploying at the players spawn point and even going around without full impulse and I've had them despawn due to being over 50km away.

Dock order and they might dock half the wing (wing being the pair of flyers or frigates spawned for each command).

If they actually all dock then the attack command isnt enough to get them out the hangar again. As with the dock order as few as a single ship will redeploy with the order and when they do its the same no engines problem.

This is all stuff that happened before but since the saucer sep pets got a dose of courage the hangar pets got worse.

Comments

  • imadude3imadude3 Member Posts: 825 Arc User
    Can't say I've noticed any issues other than them not keeping up with full impulse as usual. In fact, since the balance pass the pets are doing a lot more damage and consistently parse high. One thing that is broken is the immunity component of scramble fighters, it's not working with the introduced immunity lockout unfortunately.

    don't forget that they ignore docking commnands.... and intercept commands.... and guard commands.... basically only the attack command works right, docking seems to work 30% of the time, the rest, guard has a 50% of breaking your launched pets so they refuse to attack anything, and intercept just straight up don't work.
    Maintaining peace through overwhelming firepower.
  • postagepaidpostagepaid Member Posts: 2,899 Arc User
    Can't recall intercept ever working since the game came out, unless you count flying headlong into a torpedo as intercepting it.

    Likewise guard was always kind of iffy as targetting an enemy would often stop them guarding the other player or npc if you were actively shooting.

    No-ones going to argue that they don't do more damage since the balance change, the main issue is that they only do that damage if they bother to come over and fight.
  • mercurythefirstmercurythefirst Member Posts: 104 Arc User
    edited May 2017
    Callistos seem bugged, from the balancing they should by all accounts have gotten better, but they've gotten a lot worse. Seems they only point their noses at the target 10% of the time, and their DPS has plummeted to oblivion. I guess all frigates with cannons should be equally bugged right now.
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  • postagepaidpostagepaid Member Posts: 2,899 Arc User
    As a t6 ship the jupiter is pretty lacking when compared to the t5's like the kar'fi or narcine between that and the lack of a decent fed beam frigate made me bench it a while ago on my main fed character. And now since the pets are so belligerent about following basic commands it's been dry docked across my account.

    If the denuos was a lobi ship I'd be tempted to pick up another one or two as again its a much better carrier and would still be better even with the 3/3 weapon setup of the jupiter.
  • imadude3imadude3 Member Posts: 825 Arc User
    the T'laru on the other hand is an absolute monster with the Drone Frigates from the Scimitar, and the 4/2 weapon loadout. to quote a person from another thread, whos name i have unfortunately forgotten "the T'laru is a rolling ball of destruction and despair"
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  • alcyoneserenealcyoneserene Member Posts: 2,412 Arc User
    imadude3 wrote: »
    the T'laru on the other hand is an absolute monster with the Drone Frigates from the Scimitar, and the 4/2 weapon loadout. to quote a person from another thread, whos name i have unfortunately forgotten "the T'laru is a rolling ball of destruction and despair"

    I hope it is. Last I parsed my scimitar pets seemed nerfed, and also saw one reply in the tribble test forum claiming they were neglected following some change. I'll have to do more parsing and testing of various elite pets to be able to tell if the done pets and by extension the T'Laru are at least on par with Narcine pets.
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  • makburemakbure Member Posts: 422 Arc User
    Elite Callisto craft are not keeping up with the carrier ship and only work on attack. Intercept seems to be hit or miss like mentioned above. Only good thing about the patch is that the hanger craft are immune to core explosion.
    -Makbure
  • lordmalak1lordmalak1 Member Posts: 4,681 Arc User
    edited May 2017
    How is the new skill tree's pet support ? In the tactical tree there's a pet skill and an offense/defense buff, as well as some item buffs for supporting pets. Are they worth the points / rep for pet support ? If not why are concerned how unpredictable our pets behavior is, since they seem to be disposable by design.
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  • tobiashirttobiashirt Member Posts: 630 Arc User
    Can't say I've noticed any issues other than them not keeping up with full impulse as usual. In fact, since the balance pass the pets are doing a lot more damage and consistently parse high. One thing that is broken is the immunity component of scramble fighters, it's not working with the introduced immunity lockout unfortunately.

    By not working, do you mean that it can be kept up full-time, or that it can't be kept up due to the lockout? I see the lockout icon on my fighters if I click them, so is SF reapplying the immunity on each activation, as it had been?

    Regardless, the fighters are performing a lot better as a damge tool in a carrier's arsenal...my Narcine got just over 50k, of which the 2 hangars constituted a full quarter. Granted, that was with the hangar damage unlock in the skill tree, coord protocols, SF, Wing Commander, and 3 purple launch-reduction doffs.
  • xyquarzexyquarze Member Posts: 2,114 Arc User
    I can't really say about pets, because I don't launch them until the final battle (not going to launch them and then lose them), but I have seen a strong tendency for your "support" to not show up or crawl slowly across space - be it the Leskava in the FE or the Defiant at the beginning of the Cardassian arc, they hardly move from their point of origin. They will still close in, but at a speed that seems below any normal movement, let alone full impulse.
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  • postagepaidpostagepaid Member Posts: 2,899 Arc User
    You must have blanked out the "fleet" of helper npc's during the borg arcs fluidic somethingorother mission.

    NPC's tend to go brain dead if you travel more than 15-20km from them.
  • lordgyorlordgyor Member Posts: 2,820 Arc User
    I've been using the escort command on my pets now and so far between that and the recall command I can usually get my Callistos to do what I want them to still, although the attack command is now buggy.

    Tip if you use the dock command and move 40km away from you pets, they will teleport into your dock, although they should make that 20km.
  • lordgyorlordgyor Member Posts: 2,820 Arc User
    My slavers and Inceptors work fine, including impulse although now even for them you can't use the attack command to get them to attack at a range over 10km.
  • ssbn655ssbn655 Member Posts: 1,894 Arc User
    edited May 2017
    Saucer sep pets seem to be behaving themselves now but since the last patch my hangar pets seem to have lost the ability to move anywhere at any kind of speed.

    Deploying outside the players 10km aggro range and they'll just sit doing nothing for an entire fight. Deploying at the players spawn point and even going around without full impulse and I've had them despawn due to being over 50km away.

    Dock order and they might dock half the wing (wing being the pair of flyers or frigates spawned for each command).

    If they actually all dock then the attack command isnt enough to get them out the hangar again. As with the dock order as few as a single ship will redeploy with the order and when they do its the same no engines problem.

    This is all stuff that happened before but since the saucer sep pets got a dose of courage the hangar pets got worse.

    If anything I have finally found a reason to use carriers. There is a 100% increase in how useful they are since the rebalance. Outside of the usual no keeping up under high impulse speeds they have working fine for me. I don't know why others can't get them to attack from further away then 10k I haven't had problems sending them to attack from as far away as 20k.
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